Capture the Flag Doom(CTFD) v0.4T8  see CTFD04T8.TXT
(8 Player Experimental Version)

CTFDoom Homepage : http://www.captured.com/ctfdoom

CTF Modification by John Cole [jcole@eisa.net.au]
DOSDoom Port by Chi Hoang     [cyhoang@acs.ucalgary.ca]
id Software

Also thanks to Ryan Nunn [triforce@merlin.net.au] who came up with MidDoom 0.02. In
which I used this as a guide for modifying the Heads Up Display code.

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DISCLAIMER

  The author of the modification takes NO responsiblity for any damages/data loss
  that may occur from the use of this software. Use at your own risk.

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PLEASE DO NOT email id Software about this modification as they have nothing to do
with it.
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Remember to rename DOSDOOM.EXE to either DOOM.EXE or DOOM2.EXE depending on the
maps you are using. (So IPXSETUP can detect it!)


Okay so here it is capture the flag for DOOM.

    CTFDoom(CTFD) is a modification of Chi Hoang's 0.47 DOSDoom to allow 4
on 4 or 2 on 2 (if you REALLY want to?) etc, games of capture the flag. I have 
attempted to keep the rules and playablility similar to it's Quake counterpart
but due to restrictions some things were left out or had to be compromised.

(Yes the network works, well at least for me! I fixed the code and had a 4 player game
 running for about 2 hours without any hitches.)

---> All other modes of doom run normally with this modification.

** How to start CTFD **

It's Simple : 
               IPXSETUP -ctf -file <wad's> -nodes <numnodes> .....

     This is the basic command line, remember to NOT use -altdeath or -deathmatch as
DDCTF is a modified co-operative mode, <wad's> are just normal wad file's with
one exception. The use of Blue and Red Skull keys as the games flags.


** Features **

     - Heads UP Display showing team scores who has the teams flag.
     - Weapons stay put, whereas items respawn like in -altdeath mode.
     - Only one person can grab the flag at a time(Player is then 
       marked as flag carrier).
     - Flag is automatically returned to base when it is either captured
       by the oppenents, or the person carrying it dies.


** Heads up display **

The heads up display is represented like this :

G&B:0000 [FLAG]  I&R:0000  [FLAG]
 ----------------------------------------------------------------
|                        DOOM Status Bar                         |

- G&B is the two team mates (Green and Brown) followed by their overall score.
- [FLAG] Is the opposition team member who has their flag eg. [NONE], Indigo, Red.

And the same goes for the Indigo and Red team.


** Flag Capturing and Returning **

    This works slightly different to the Quake version. Usually if you kill someone
they would drop the flag and you would have to touch it to return it back to base,
but here when you kill them it get's returned automatically(I may fix this next time).
    Capturing the flag is identical, just return to your base with the opponents flag
and touch it with yours and your team scores the points.


** Scoring **

    5 Frags/Points - Per Player in team for a successful capture.
    1   "     "    - Per Player for a successful return.
    1   "     "    - For a kill to the inflictor.
   -1   "     "    - For killing yourself, (whether it be by toxic slime
                     or just by using a rocket at close range)

Notes:
    I may change the scoring for self inflicted kills or environment kill
because in the test runs the opposition team decided that the easiest way to get
back to their flag was to commit suicide. I am open to opinions though.


** Map Creation Tips **

    Because it uses a modified co-op mode all that is needed is the four player
co-op start points. Usually you would set them out as players 1,3,5,7 in one base and
the other two (2,4,6,8) in the other base. (I did it this way to have the ability
to test the game on only two computers.)

    When creating player spawns if at all possible make them at a height at which
the player is unable to climb onto, I say this because Doom will spawn a player to the
next free co-op point, if the normal spawn point is occupied by an actor then the
next free spawn point may just be in the opponents base!!! Which I'd say is
a definate no no (and if deliberately used could be seen as a form of cheating).

    Try not to use any keys for locking doors as it just complicates the gameplay
(it's not free flowing) and DO NOT use the RED and BLUE Skull keys for anything other
than the flags for the game as they will not work as anything else in this mode and you
need them to play the game.

   As an example I have slightly modified E1M1 from Doom to accomodate CTF mode, it
is on the website(This is the map I did my testing on).

   If anyone comes up with some maps for this please let me know I'd be really
interested to see how they turned out.


** Miscellaneous Info **

---------------
NOTE : From now on you don't need to specify the ctfsnd.wad file, CTFD will
       check to see if it's in the current directory and add it to the file
       list automatically and enable Speech.

0.3 (5-feb-98)

- Merged into the DOSDoom 0.47 source.
- "-ctfs" has been removed, "-ctf" now does everything.

Fixed :

- The HUD Display does not overwrite the status bar when using the normal
  map mode.
- I got sick of the record/playdemo/timedemo not using extensions, so I
  fixed it, you can use extensions or no extensions. It now friendly
  for interpreters that do filename completions, eg 4dos.

Modified :

- CTF HUD Display. (Minor cosmetic changes to it)

- ctfsnd.wad sound files are alot smaller reducing the chances of the
  sound being terminated prematurely. (Now that it's this small I think
  I'll just leave it in the .zip files from now on)

Now says :
            Red/Blue Taken
             "   "   Returned
             "   "   Captured

Added :

- Top right hand corner now shows which player has your flag. (Player
  colour with and overlaid grinning face) Alot easier to determine who
  has your flag with the icon displayed and the added speech.


The ctfsnd.wad is included in this zip, but future releases will not
have it, it will be a separate file.


0.2c (1-feb-98)

It fixes :
         - Player scoring, wasn't being calculated properly
         - Resetting of MVP between levels.

Added :
         - Now if -ctf or -ctfs is used nomonsters and deathmatch is
           set to false.
         - "-timer" now works with CTFD.

         - Speech (through -ctfs), now when a flag event occurs it will
           say on everyones machine:

               Red/Blue Flag has been captured.
                "    "    "  has been taken.
                "    "    "  has been returned.

To use this feature you would do :

     IPXSETUP -ctfs -file ctfsnd.wad  ......
or without sounds
     IPXSETUP -ctf -file  ......


0.2a (1-feb-98)

     - Added player frag statistics and Timer to CTF HUD, toggle with
       the "`" key.
     - Now stores statistics such as pickups, returns, captures.
     - Level intermission scores now shown.

       [green  team] <pickups> <returns> <captures> <total>
       [indigo team] <pickups> <returns> <captures> <total>

       [MVP        ] <pickups> <returns> <captures> <frags>

     - All players are notified if an event occurs.

       eg. "GREEN HAS TAKEN THE RED FLAG"
           "GREEN HAS LOST THE RED FLAG"
           "INDIGO HAS RETURNED THE RED FLAG"
           .
           .
           etc.

     - Fixed scoring up, was incrementing the wrong players frags.

     - IPXSETUP can now have a different exe specified rather than just
       doom.exe / doom2.exe through the environment variable DOOMENV.

       eg. To use ctfdoom.exe :

           SET DOOMENV=ctfdoom.exe

BTW : I would like to thank everyone who has been giving feedback, making
      maps and so on, I have been taking note of everything said or done,
      but I just haven't had the time to reply.


0.1c (29-jan-98)

   - 0.1b  b=broken, There was a bug where if you slaughtered someone with the
     chain gun, it would try to spawn an invalid object and make the system die
     not very graciously instead of the player :). [FIXED]

**   If you grabbed 0.1b delete it, as it's basically useless.

   - Now when returning a flag from a dead player the team returning it 
     receives 1 point each.
   - When the level is exited the teams scores are shown as the intermission
     screen rather than the co-op stats. eg. Green Team & Indigo Team

0.1b (28-jan-98)
  
  [in no particular order]

  - Looking more like what CTF should be (IMO).
  - When a player has a flag in their possesion and they die the flag is
    dropped at the point of death.
  - For the the other team to recover the flag they just have to touch it
    and it returns to their base. (Ala Quake CTF)
  - If a player dies under a crushing sector while holding the opponents
    flag, eg a door. the flag will stay there until it is crushed, when
    this occurs it return to the owning teams base.
  - Made the code more modularised. It's now alot easier for me to
    understand :)
  - Re-Implemented the warp function, to allow warps to your teammates start
    point if yours is occupied(otherwise is returns to the old doom code for
    a warp position). This is the part I'm a bit worried about, if anyone get's
    into a situation where the continuously warp into the same position then
    LET ME KNOW PLEASE!!
  - Made some modifications to the new AutoMap HUD (It's like DUKE3D Automap
    overlay) that was incorporated into DOSDoom 0.46, made sure the status
    bar was refreshed, and let the CTF HUD know about the new mode.

0.1a (27-jan-98)
  - Internal test. Just a merge of CTFDoom 0.1 into DOSDoom 0.46. To make
    sure all was well :)

Miscellaneous Notes:

  ** Map Makers try not to place areas on the map where the player can get
     trapped, it will make it near impossible to capture or return keys.
     (At least for the moment)

  This could almost be 0.2, but I couldn't test it properly on two machines,
I'll need plenty of feedback here to see if everyone thinks I'm heading in
the right direction with CTFD.

  I am going to change the source distribution method, rather than including
all the DOSDoom files, from now on all I'm going to include is the code I've
modified. You'll have to get the DOSDoom Source off Chi's Site. Sorry if you
don't like the idea but I just think it's ridiculous people having to d/l
the same thing over and over again.


** Known Bugs **
0.01
*Spawn points, but this will only occur about 1% of the time if you really try.
*No other, at the moment.


** Todo's **
for 0.02
*Fix spawn points, if other team member decides to wait on your warp point telefrag him!
*Modify Scoring, this depends on everybodies opinion, if you like how it is well then
 it stays that way. Otherwise........
*F12 Will look through your teamates POV, and then back to your own.
*Allow for timed games. Maybe a psycho mode option where everybody get's full ammo
 and all weapons for the last 30 seconds of the game(This, if implemented will be optional)
*End of level Screen to reflect the proper scores rather than the irrelevant co-op scores.
*When killed carrying a flag the flag is dropped at the players death co-ordinates, rather
 than being returned to base.


** Copyrights **

Doom and Quake is Copyright id Software.


Send Comments and suggestions to :
                                   John Cole
                                   jcole@eisa.net.au
                                   http://www.eisa.net.au/~jcole/ctfdoom
